Weapon Kit - Auto Attack

Please fix the weapon kits and add “auto attack” to the skills 1.
The “auto attack” reset everytime when we change from a normal weapon to a weapon kit and its annoying, please let me have “auto attack” on my weapon kits without clicking it every time, please patch it, so that the weapon kit save the auto attack skill just like any other weapon!

Either enable it or disable all other classes auto-attacks when they switch weapons since it was stated that engineers only have a few weapon combos because they have kits ten why not make the kits work like weapons?

This is something we want to fix as soon as possible. Thanks for bringing it some attention. If it was simple we would have done it already, but we are working on it.

Jon

Cause you’re at fixing kits…

-Grenade needs a spammable autoattack not Gtaoe. Like nec staff skill 1 + 4 gtaoe. Obv, tuning down it in dmg, or making it trowing always 1 singe grenade, but having to spam 1+aim+move around is a real pain.

-FT 1st and 2nd skills still get miss/obstruced for not reason too many times. Heck, sometimes with a target in range, my Engi shoots the napalm ball right in the floor in front of him, and nothing more. (ps: elixir gun skill 3 it’s afflicted by same FT skill 1 issue)

-Autoattack saved, ofc.

-Weapon stat and sigils. Idk how you would handle it (putting a slot to apply a sigils to the various kits? applying stowed weapon’s sigil effects on equipped kit?), but this needs to be looked for.

-Also, cause i’m here to dream ( :P ) would be great to have the kit swapping work for sigils that trigger on weapon swap. Obv not on every kit swap, cause it can happen every 1-2 sec (and no, do not even think put a 10 sec CD on swapping in and out of kit, pleeeaseee! put rather an extra internal CD for sigil if triggered by a kit rather than a true weapon swap).

This isn’t even an Engineer issue! This effects all environmental weapons and forms. Enter Lich Form or Death Shroud – auto attack disabled. Pick up an environmental weaopn – auto attack disabled. It seems that only “real” weapons can remember the auto attack trigger (which explains why it affects kits and such – they are skills, not weapons).

-Grenade needs a spammable autoattack not Gtaoe. Like nec staff skill 1 + 4 gtaoe. Obv, tuning down it in dmg, or making it trowing always 1 singe grenade, but having to spam 1+aim+move around is a real pain.

no grenades are fine…
other kits auto attacks need to save or preset to 1

-Weapon stat and sigils. Idk how you would handle it (putting a slot to apply a sigils to the various kits? applying stowed weapon’s sigil effects on equipped kit?), but this needs to be looked for.

-Also, cause i’m here to dream ( :P ) would be great to have the kit swapping work for sigils that trigger on weapon swap. Obv not on every kit swap, cause it can happen every 1-2 sec (and no, do not even think put a 10 sec CD on swapping in and out of kit, pleeeaseee! put rather an extra internal CD for sigil if triggered by a kit rather than a true weapon swap).

YES! THIS!! PLEASE!!! It’s very backwards that upgrading your weapon adds no damage to Kits. Just keep the rifle/pistol “ghost equipped” so we can benefit from the stats and sigils :|

I thought weapon swap sigils would’ve been fixed when attunements were. Almost all of the procs have a 9 sec internal cooldowns anyways, would translate to kit swaps easily!

-Grenade needs a spammable autoattack not Gtaoe. Like nec staff skill 1 + 4 gtaoe. Obv, tuning down it in dmg, or making it trowing always 1 singe grenade, but having to spam 1+aim+move around is a real pain.

no grenades are fine…
other kits auto attacks need to save or preset to 1

also changing kits shouldn’t stop us from auto attacking

Oh, I think medkit should stop auto attacks :-p
But yeah, there’s a clear case for all the kits except med and grenade. Auto-attack? Where with the grenade. The kit revolves around choosing the location.

This is something we want to fix as soon as possible. Thanks for bringing it some attention. If it was simple we would have done it already, but we are working on it.

Jon

Great to hear.

Right now, some on the fly weapon/kit combos are nearly impossible because of this. You will totally drain your DPS or screw up a skill chain if you swap kits, which Engineers are pretty much supposed to do. It’s quite breaking.

This is something we want to fix as soon as possible. Thanks for bringing it some attention. If it was simple we would have done it already, but we are working on it.

Jon

I love how open ANET is to Us, I cannot begin to imagine the million problems they find while coding this game, but after seeing all the things they’ve done so far, many that in my head were impossible before this game came out, I’m 100% sure there is nothing they can’t do, ANET you’ve earned a fanboy (who knows how many acctually)

I know ANet already replied to this – but I just wanted to add that I’d like to see the auto-attack implemented for our kits. Really annoying when switching to kits (or losing kit function and re-enabling it) during fire fights.

-Grenade needs a spammable autoattack not Gtaoe. Like nec staff skill 1 + 4 gtaoe. Obv, tuning down it in dmg, or making it trowing always 1 singe grenade, but having to spam 1+aim+move around is a real pain.

no grenades are fine…
other kits auto attacks need to save or preset to 1

But yeah, there’s a clear case for all the kits except med and grenade. Auto-attack? Where with the grenade. The kit revolves around choosing the location.

Grenades are my primary kit on my Charr engineer, and the difference between enabling auto attack and not enabling it is significant. No matter how fast I spam that “1” key I can’t get off nearly as much damage as the auto attack. Also, it’s a saving grace when kiting. Whether its on auto or not, you have to aim your attacks, you just have to do it more quickly on auto.

This is something we want to fix as soon as possible. Thanks for bringing it some attention. If it was simple we would have done it already, but we are working on it.

Jon

Cause you’re at fixing kits…

-Grenade needs a spammable autoattack not Gtaoe. Like nec staff skill 1 + 4 gtaoe. Obv, tuning down it in dmg, or making it trowing always 1 singe grenade, but having to spam 1+aim+move around is a real pain.

-FT 1st and 2nd skills still get miss/obstruced for not reason too many times. Heck, sometimes with a target in range, my Engi shoots the napalm ball right in the floor in front of him, and nothing more. (ps: elixir gun skill 3 it’s afflicted by same FT skill 1 issue)

-Autoattack saved, ofc.

-Weapon stat and sigils. Idk how you would handle it (putting a slot to apply a sigils to the various kits? applying stowed weapon’s sigil effects on equipped kit?), but this needs to be looked for.

-Also, cause i’m here to dream ( :P ) would be great to have the kit swapping work for sigils that trigger on weapon swap. Obv not on every kit swap, cause it can happen every 1-2 sec (and no, do not even think put a 10 sec CD on swapping in and out of kit, pleeeaseee! put rather an extra internal CD for sigil if triggered by a kit rather than a true weapon swap).

I think the hardest issue is how do you address auto-attack when utilizing the grenade kit? Simply making the #1 skill auto-attack is not a good solution as it is such a slow moving projectile. If you are aiming for a moving target, whether PvE or PvP, auto-attack will have the grenade hitting well behind the target. The user predicting where their target will go should theoretically allow for better targeting and more damage done in combat. Definitely support some sort of fix, but lets do it right the first time and not just a knee jerk fix that actually makes things worse.

Another thing…
when I go underwater and some mob is near the surface and I fight and I move accidentaly a bit ouf ot the water then I have to re-equip the kit first. Sure… no big deal. It is only about pressing one key. (And probably the same if you fight above at land and accidentely get into water and get ouf of water and need to re-equip).
But still a bit annoying. Other classes that can switch between 2 weapon sets can switch their underwater weapon to the other set then go out of the water, right? If they go back into water it will still stay at the other set? Then they have a bit advantage. Even if it is only a nanosecond.

What about the grenade kit? Any chance to make them throwable directly at the enemy instead of area targeting? The same behavior as underwater. If not all of them at least the first skill so it can be set to auto-cast. This will really easy the pain on out fingers.

PST: To address Dybz.9275 concerns above, just make the first skill auto-attack and increase its speed. Leave the others as area targeting.

Talking about underwater, can you also make the game remember our choice of underwater kit. Every time I go out of water and go back in I need to change to the kit again, which is really annoying.

If the kits and weapons behave the same how come they don’t behave the same? Wouldn’t they be the same type of coding involved? Seems like you could just copy the bit of code that makes auto attack into the weapon kits? Probably just wishful thinking.

What about the grenade kit? Any chance to make them throwable directly at the enemy instead of area targeting? The same behavior as underwater. If not all of them at least the first skill so it can be set to auto-cast. This will really easy the pain on out fingers.

I’d definitely be in favor of an auto-attack skill 1 rather than the area targeting. Nerf the damage if necessary to make that happen.

Any chance of a temporary fix of just setting kit skill #1’s (except Grenade on land of course) to be auto-attack by default on equip? I can think of notably less times i’d want AA off than the times I want it on, on switch.

…assuming of course thats not harder to implement than whatever intended fix is in the works, though given its 3 BWE and release since it was first mentioned, i’m guessing its a real brainteaser.

For the grenade, the solution is simple (in concept, not necessarily in programming). Have it ground-attack auto-target and just keep tossing them, i.e. it tosses wherever your cursor is continuously. Then you can just lead them. Heck, for non-instant ground targeting just have a solid green circle you can move around as they auto-throw. People with programmable keyboards can already sort of do this, although it’s a weird workaround.